Is there a way to reload all weapons on elimination?

Hello, I have been struggling in UEFN trying to find a way to provide a full weapons reload for players who got a elimination in my island. Is there a way for this?

I have no idea about verse and there probably is a command to set magazine to full, but just a thought is there a way to remove that weapon from the players inventory and instantly replace it with a new equipped weapon ?

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No, you can’t affect or read ammo directly yet other than to just grant them ammo.

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Yes, you could remove their loadout and load them back up with the default loadout too

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I want to load the loadout depending on whatever the player is currently holding in their hands. I think it’s possible with save point devices but Is there a way to do that in verse or uefn?

I reckon a gun game script would contain some useful stuff for weapon swappage and I seen someone talking about how to query players inventory with verse, I’ll see if I can find it.

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Oh, thank you sm it would be really helpful if you do find it

I’d be interested in seeing that too. I saw a fake post up on here a while back but I’ve never seen the ability to see what guns or ammo a player is holding. That’d be great

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The only way to do it in UEFN as of yet is to keep track of what they are holding with conditional buttons and then consume/regrant the items.

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ohhh… that’s a neat idea. If you could hide a conditional button and do it silently, that would be cool I think

you can activate conditional buttons remotely

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oh… I thought they were only proximity based. So you can call something on (I should probably just open up UEFN…) the button and pass in a player and it will return a value? You’d have to have as many conditional buttons as weapons you want to detect then? I guess you could do that with ammo then too… sorta

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Yes, you can call “Activate” on the conditional buttons and then they would send their “Activated Event” if you have the item. And yes, unfortunately you’d need either a conditional button per weapon or at the very least use a slot in the conditional button per weapon and then use Verse to do GetItemCount on each of the slots and it’ll return a value for those items and you can progress accordingly.

You wouldn’t have to detect the ammo, you could just grant a certain amount per elim and set the ammo to “only if not owned” so it doesn’t fill passed a certain point. Also, most situations people want to use this in are 1v1s where the ammo is infinite.

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That is super helpful info, thanks for taking the time to write it out. Much appreciated.

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I couldn’t find it. More than likely I misunderstood what was going on.

Couldn’t find what exactly?

Thought I seen someone give a way to query a players inventory with verse, however I’m not versed with verse enough to really know what was going on, maybe it was only a few key words that resonated with the idea I had here.

I explained all in this topic, really- you have to use conditional button devices to sense what the player has and based on that you re-grant that same item. You can obviously use Verse to handle the logic/activating the conditional buttons but you can’t directly find out what the player has with Verse.

He’s recalling a post where a new user popped in to write some ChatGPT code in place and then secretly linked a game they wanted people to click to. It was not legit code but looked like and seemed promising.

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Woah, thanks your reply helped me get an better idea on how to do this.

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